using UnityEngine;
using UnityEngine.PostProcessing;

namespace UnityEditor.PostProcessing
{
    ////[CustomPropertyDrawer(typeof(MinAttribute))]
    //sealed class MinDrawer : PropertyDrawer
    //{
    //    public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
    //    {
    //        //MinAttribute attribute = (MinAttribute)base.attribute;

    //        if (property.propertyType == SerializedPropertyType.Integer)
    //        {
    //            int v = EditorGUI.IntField(position, label, property.intValue);
    //            property.intValue = (int)Mathf.Max(v, attribute.min);
    //        }
    //        else if (property.propertyType == SerializedPropertyType.Float)
    //        {
    //            float v = EditorGUI.FloatField(position, label, property.floatValue);
    //            property.floatValue = Mathf.Max(v, attribute.min);
    //        }
    //        else
    //        {
    //            EditorGUI.LabelField(position, label.text, "Use Min with float or int.");
    //        }
    //    }
    //}
}
